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threex

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Game Extensions for three.js http://www.threejsgames.com/extensions/

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<!DOCTYPE html> <script src='../../../vendor/three.js/build/three.min.js'></script> <!-- include character --> <script src='../threex.minecraft.js'></script> <!-- include controls --> <script src='../threex.minecraftcontrols.js'></script> <!-- include animation --> <script src='../threex.animation.js'></script> <script src='../threex.animations.js'></script> <script src='../threex.minecraftcharheadanim.js'></script> <script src='../threex.minecraftcharbodyanim.js'></script> <!-- include player --> <script src='../threex.minecraftplayer.js'></script> <!-- include animation --> <body style='margin: 0px; background-color: #bbbbbb; overflow: hidden;'><script> var renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); var updateFcts = []; var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100 ); camera.position.y = 0.3; camera.position.z = 2; ////////////////////////////////////////////////////////////////////////////////// // comment // ////////////////////////////////////////////////////////////////////////////////// var player = new THREEx.MinecraftPlayer() scene.add(player.character.root) updateFcts.push(function(delta, now){ player.update(delta, now) }) // load a well known skin player.character.loadWellKnownSkin('3djesus') ////////////////////////////////////////////////////////////////////////////////// // controls.input based on keyboard // ////////////////////////////////////////////////////////////////////////////////// document.body.addEventListener('keydown', function(event){ var input = player.controls.input if( event.keyCode === 'W'.charCodeAt(0) ) input.up = true if( event.keyCode === 'S'.charCodeAt(0) ) input.down = true if( event.keyCode === 'A'.charCodeAt(0) ) input.left = true if( event.keyCode === 'D'.charCodeAt(0) ) input.right = true if( event.keyCode === 'Q'.charCodeAt(0) ) input.strafeLeft= true if( event.keyCode === 'E'.charCodeAt(0) ) input.strafeRight= true // to support arrows because tsate asked me :) if( event.keyCode === 38 ) input.up = true if( event.keyCode === 40 ) input.down = true if( event.keyCode === 37 && !event.shiftKey ) input.left = true if( event.keyCode === 39 && !event.shiftKey ) input.right = true if( event.keyCode === 37 && event.shiftKey ) input.strafeLeft= true if( event.keyCode === 39 && event.shiftKey ) input.strafeRight= true }) document.body.addEventListener('keyup', function(event){ var input = player.controls.input if( event.keyCode === 'W'.charCodeAt(0) ) input.up = false if( event.keyCode === 'S'.charCodeAt(0) ) input.down = false if( event.keyCode === 'A'.charCodeAt(0) ) input.left = false if( event.keyCode === 'D'.charCodeAt(0) ) input.right = false if( event.keyCode === 'Q'.charCodeAt(0) ) input.strafeLeft= false if( event.keyCode === 'E'.charCodeAt(0) ) input.strafeRight= false // to support arrows because tsate asked me :) if( event.keyCode === 38 ) input.up = false if( event.keyCode === 40 ) input.down = false if( event.keyCode === 37 || event.shiftKey ) input.left = false if( event.keyCode === 39 || event.shiftKey ) input.right = false if( event.keyCode === 37 || !event.shiftKey ) input.strafeLeft= false if( event.keyCode === 39 || !event.shiftKey ) input.strafeRight= false }) ////////////////////////////////////////////////////////////////////////////////// // render the scene // ////////////////////////////////////////////////////////////////////////////////// updateFcts.push(function(){ renderer.render( scene, camera ); }) ////////////////////////////////////////////////////////////////////////////////// // loop runner // ////////////////////////////////////////////////////////////////////////////////// var lastTimeMsec= null requestAnimationFrame(function animate(nowMsec){ // keep looping requestAnimationFrame( animate ); // measure time lastTimeMsec = lastTimeMsec || nowMsec-1000/60 var deltaMsec = Math.min(200, nowMsec - lastTimeMsec) lastTimeMsec = nowMsec // call each update function updateFcts.forEach(function(updateFn){ updateFn(deltaMsec/1000, nowMsec/1000) }) }) </script></body>